Captain Sonar

Table of Contents

Introduction

Captain Sonar puts two submarine crews together in a battle to the death. Each player has a unique role. Everyone must work together to find the location of the enemy sub, charge up your weapons, and hit the target. The surviving submarine wins! This reference would be for real time gameplayonly, requiring a minimum of 4 players.

Set Up

Split your group into 2 teams and determine the roles the players will take. If playing with less than 8 players, the Captain will also take the role of First Mate.

Place the screen in the center of the table

Each player takes their corresponding role sheets, with captain and radio operator on both sides using the same map

Use the darker side of the sheets for real time

Radio operator takes a transparent sheet

Each player receives erasable marker

The captains will pick a starting dot and mark it with an X

Gameplay

Start the game with both captains announcing “DIVE!”. The game is played simultaneously with no turns. You are free to move around as fast or as slow as you like. Overall, each “turn” or movement will consists of these steps, which must be performed before moving again

Announce a coordinate up to 4 spaces away. On a direct hit, the enemy sub takes 2 damages. If the enemy sub is adjacent to the impact site, they take 1 damage for an indirect hit. Torpedos can damage the sub that launched it.

Announce mine dropped, and write an M on the map adjacent to the submarine. Erase all marks on the mine gauge. The captain may trigger a mine at a later time. Announce the coordinate of the mine to be triggered. On a direct hit, the enemy sub takes 2 damages. If the enemy sub is adjacent to the mine, they take 1 damage for an indirect hit. Mines can damage the sub that dropped it.

Announce “activating sonar”. The enemy captain must give two pieces of information about their location. One must be true, the other must be false. The information can include the row, column, or sector.

Announce “activating silence”. Move the sub up to 4 spaces in a straight line without announcing the direction. Indicate to the team secretly the direction. The engineer will still damage a symbol and the first mate charges a system.

First Mate

The first mate is in charge of charging the different systems on the ship. Fill out a segment of a gauge whenever the captain moves the ship. Indicate to the captain when a system is charged so they may use it. You may also activate the drone and sonar without the captain’s direction. You are also in charge of tracking the ship damage on the top right. The sub is lost if it takes 4 damage.

Engineer

You are in charge of breaking down the sub. Everytime the captain announces a direction, you must cross out one of the symbols corresponding to the direction.

Radiation breakdowns

The radiation symbols can be crossed out, and has no effect on the systems. When all radiation symbols are crossed out, the sub takes 1 damage, and erase ALL breakdowns from the submarine.

Complete area breakdowns

When all symbols on a compass direction are crossed out, the sub takes 1 damage, and erase ALL breakdowns from the submarine.

Self repair

Whenever all symbols connected by a line are crossed out, you may erase the marks from only those 4 connected symbols.

Radio Operator

Whenever the enemy captain announces a direction, the radio operator draws it on the transparent sheet. You may also track locations of mine, surfacing actions, and silence system. Move the transparent sheet around the map to deduce where the enemy ship can be, with the help of drone and sonars. Regularly update the captain with useful information.

End Game

The game is over whenever a sub takes 4 damages. The surviving submarine team wins.